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 Post subject: Belcher
PostPosted: Fri Mar 30, 2018 10:08 pm 
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 Post subject: Re: Belcher
PostPosted: Fri Mar 30, 2018 10:34 pm 
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Insta kill belch with counterspell protection and Painter's Grind backup plan.
I guess the plan is to use one shot mana sources to keep the cantrip train rolling until you get Paradoxical Outcome, then use that on your leftover rocks to draw into your combo and the extra mana rocks you need to cast it?

Why's there exactly one land? Figured it was unlikely to stop the belch and you needed extra mana? Is it just because land is generally good, but you didn't want to whiff on a draw by drawing a land when you used your land drop?
With paradoxical Outcome as a 4 of, do you hold off on sacrificing your 0 cost mana rocks?

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 Post subject: Re: Belcher
PostPosted: Sat Mar 31, 2018 12:21 pm 
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Only Petal is one-shot, everything else sticks around. Generally, decent hands either kill Turn 1-2 with mana+combo, or go Chrome/Opal/Seat-->Ponder/Preordain-->Turn 2-3 kill.

Outcome is more like another backup combo. Resolving an Outcome is typically game over. Generally I try not to sacrifice Petals until I absolutely have to, though Petal+rock for Grim is pretty good.

Seat is there: 1) to provide an additional initial mana source (which are a bit low for a Belcher deck), 2) to provide metalcraft for Opal, and 3) because it can be fetched with Tezzeret. In safe board states, Tezzeret-->-0-->-4 is a very viable line. Another option is City of Traitors, which sacrifices metalcraft, blue mana, and being fetchable in exchange for much more explosive starts. Having one non-Mountain land in the deck is about 60% to kill from a single Belcher activation on Turn 1.


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